X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Feffects%2Fshadowmap.cpp;h=bfb053421440d98bdd3164a6e16d092e1479aa47;hp=e43e9bdeb97392f8439e22c2351b3fa8bc7fa787;hb=c8520aa336e92f2eaf9a38c3430c608520a90324;hpb=233dff2a6c552e08da832496aecd88ef4f8948f1 diff --git a/source/effects/shadowmap.cpp b/source/effects/shadowmap.cpp index e43e9bde..bfb05342 100644 --- a/source/effects/shadowmap.cpp +++ b/source/effects/shadowmap.cpp @@ -1,32 +1,110 @@ -#include -#include -#include "camera.h" -#include "light.h" +#include +#include "directionallight.h" +#include "error.h" +#include "lighting.h" #include "renderer.h" #include "resources.h" -#include "scene.h" #include "shadowmap.h" -#include "tests.h" using namespace std; namespace Msp { namespace GL { -ShadowMap::ShadowMap(Resources &resources, unsigned s, Renderable &r, const Light &l): +ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting *l, Renderable &c): Effect(r), - size(s), - light(l), - sampler(resources.get("_linear_clamp_shadow.samp")), - radius(1), - depth_bias(4), - rendered(false) + width(w), + height(h), + lighting(l), + shadow_caster(c), + sampler(Resources::get_global().get("_linear_clamp_shadow.samp")) { - depth_buf.storage(DEPTH_COMPONENT32F, size, size, 1); + depth_buf.storage(DEPTH_COMPONENT32F, width, height, 1); + fbo.set_format((DEPTH_ATTACHMENT,DEPTH_COMPONENT32F)); fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0); - fbo.require_complete(); - set_darkness(0.7); + set_darkness(1.0f); + for(unsigned i=0; i<4; ++i) + { + string base = format("shadows[%d]", i); + shdata.uniform(base+".enabled", 0); + shdata.uniform(base+".darkness", 1.0f); + shdata.uniform(base+".shd_world_matrix", Matrix()); + shdata.uniform(base+".region", Vector4(0.0f, 0.0f, 1.0f, 1.0f)); + } +} + +ShadowMap::ShadowMap(unsigned s, Renderable &r, const DirectionalLight &l, Renderable &c): + ShadowMap(s, s, r, 0, c) +{ + add_light(l, s); +} + +ShadowMap::ShadowMap(unsigned w, unsigned h, Renderable &r, const Lighting &l, Renderable &c): + ShadowMap(w, h, r, &l, c) +{ } + +void ShadowMap::add_light(const DirectionalLight &light, unsigned s) +{ + if(!lighting && !lights.empty()) + throw invalid_operation("ShadowMap::add_light"); + + int index = (lighting ? lighting->find_light_index(light) : 0); + if(index<0) + throw invalid_argument("ShadowMap::add_light"); + + Rect region(0, 0, s, s); + while(1) + { + int next_bottom = height; + int next_left = region.left; + + int top = region.bottom+region.height; + int right = region.left+region.width; + for(const ShadowedLight &l: lights) + { + int l_top = l.region.bottom+l.region.height; + int l_right = l.region.left+l.region.width; + if(l_top>region.bottom) + next_bottom = min(next_bottom, l_top); + + if(top>l.region.bottom && region.bottoml.region.left && region.leftwidth) + { + if(next_bottom+region.height>height) + throw invalid_operation("ShadowMap::add_light"); + region.bottom = next_bottom; + region.left = 0; + } + else + region.left = next_left; + } + + lights.emplace_back(); + ShadowedLight &sl = lights.back(); + sl.light = &light; + sl.index = index; + sl.region = region; + + string base = format("shadows[%d]", index); + shdata.uniform(base+".enabled", 1); + shdata.uniform(base+".darkness", darkness); + + float xf = static_cast(region.left)/width; + float yf = static_cast(region.bottom)/height; + float wf = static_cast(region.width)/width; + float hf = static_cast(region.height)/height; + shdata.uniform(base+".region", Vector4(xf, yf, wf, hf)); + +#ifdef DEBUG + if(!debug_name.empty()) + sl.shadow_camera.set_debug_name(format("%s/light%d.camera", debug_name, lights.size()-1)); +#endif } void ShadowMap::set_target(const Vector3 &t, float r) @@ -40,7 +118,9 @@ void ShadowMap::set_darkness(float d) if(d<0.0f || d>1.0f) throw invalid_argument("ShadowMap::set_darkness"); - shdata.uniform("shadow_darkness", d); + darkness = d; + for(const ShadowedLight &l: lights) + shdata.uniform(format("shadows[%d].darkness", l.index), d); } void ShadowMap::set_depth_bias(float b) @@ -58,34 +138,42 @@ void ShadowMap::setup_frame(Renderer &renderer) rendered = true; renderable.setup_frame(renderer); - - Camera camera; - camera.set_object_matrix(*light.get_matrix()); - camera.set_position(target); - // TODO support point and spot lights with a frustum projection. - // Omnidirectional lights also need a cube shadow map. - camera.set_orthographic(radius*2, radius*2); - camera.set_depth_clip(-radius, radius); - - shadow_matrix = camera.get_object_matrix(); - shadow_matrix.scale(radius*2, radius*2, -radius*2); - shadow_matrix.translate(-0.5, -0.5, depth_bias/size-0.5); - shadow_matrix.invert(); - - BindRestore bind_fbo(fbo); - Bind bind_depth(DepthTest::lequal()); - fbo.clear(DEPTH_BUFFER_BIT); - - Renderer::Push push(renderer); - renderer.set_camera(camera); - - renderer.render(renderable, "shadow"); + shadow_caster.setup_frame(renderer); + + for(ShadowedLight &l: lights) + { + l.shadow_camera.set_object_matrix(*l.light->get_matrix()); + l.shadow_camera.set_position(target); + // TODO support point and spot lights with a frustum projection. + // Omnidirectional lights also need a cube shadow map. + l.shadow_camera.set_orthographic(radius*2, radius*2); + l.shadow_camera.set_depth_clip(-radius, radius); + + Matrix to_texcoord = Matrix().translate(Vector3(0.5f, 0.5f, 0.5f-depth_bias/l.region.width)).scale(0.5f); + Matrix shadow_matrix = to_texcoord*l.shadow_camera.get_projection_matrix()*l.shadow_camera.get_view_matrix(); + + shdata.uniform(format("shadows[%d].shd_world_matrix", l.index), shadow_matrix); + } + + for(ShadowedLight &l: lights) + { + Renderer::Push push(renderer); + renderer.set_framebuffer(&fbo); + renderer.set_viewport(&l.region); + renderer.set_scissor(&l.region); + renderer.set_camera(l.shadow_camera); + + renderer.render(shadow_caster); + } } void ShadowMap::finish_frame() { - renderable.finish_frame(); - rendered = false; + if(rendered) + { + rendered = false; + renderable.finish_frame(); + } } void ShadowMap::render(Renderer &renderer, Tag tag) const @@ -95,23 +183,23 @@ void ShadowMap::render(Renderer &renderer, Tag tag) const Renderer::Push _push_rend(renderer); - unsigned unit = renderer.allocate_effect_texunit(); - int iunit = unit; - shdata.uniform("shadow_map", iunit); - - Bind _bind_sampler(sampler, unit); - Bind _bind_depth(depth_buf, unit); - - if(const Camera *camera = renderer.get_camera()) - /* Multiply by camera's object matrix to form a matrix that transforms - from eye space to shadow space. */ - shdata.uniform("shd_eye_matrix", shadow_matrix*camera->get_object_matrix()); - else - shdata.uniform("shd_eye_matrix", shadow_matrix); - + renderer.set_texture("shadow_map", &depth_buf, &sampler); renderer.add_shader_data(shdata); renderer.render(renderable, tag); } +void ShadowMap::set_debug_name(const string &name) +{ +#ifdef DEBUG + fbo.set_debug_name(name+" [FBO]"); + for(unsigned i=0; i